How many dice would Fenn throw at R1 against the Grand Inquisitor if the Quiz used his force power?

How many dice would Fenn throw at R1 against the Grand Inquisitor if the Quiz used his force power?

44 minutes ago, freakyg3 said:
1 hour ago, emeraldbeacon said:
- 3 Base attack dice (this should be obvious)
+1 attack die for Range 1negated by Grand Inquisitor's ability (he prevents the range bonus from being added)- +1 attack die for Fenn Rau's ability (nothing stops the attack from still being at range 1, or prevents the pilot ability)
- =4 total attack dice
Likewise, Talonbane Cobra would also roll 4 dice. FFG wisely changed TBC away from the language of range bonuses. It just spells out the conditions for when TBC gets a bonus die. Of possible interest: 6 dice Proton Rockets, and 4 dice Cluster Missiles.

Unwisely, they didn't do the same with The Grand Inquisitor.
8 hours ago, theBitterFig said:Unwisely, they didn't do the same with The Grand Inquisitor.
Why "unwisely"? Maybe purposely. Inquisitor's ability was always good, while Talonbane's was meh (not working against ordnance for instance etc). Now Talonbane is ok in terms of pilot ability (but chassis still lags behind)
2 hours ago, Oldpara said:Why "unwisely"? Maybe purposely. Inquisitor's ability was always good, while Talonbane's was meh (not working against ordnance for instance etc). Now Talonbane is ok in terms of pilot ability (but chassis still lags behind)
I think it's just confusing to have The Grand Inquisitor tied to range bonuses, that it adds a complication that doesn't necessarily need to be there.
In 1e, there were a lot of things that were kind of odd. TGI counted as Range 1 for his attack dice and Autothrusters, but not for something like the Concord Dawn Protector title. The attacks were both Range 1 and not Range 1. The 2e TGI ability was improved to the extent that it only effects the additional die rolled by the attacker, but I think they could have done better in making it clean.
Functionally, if TGI was "While you defend at Attack Range 1, you may spend 1 force. If you do, the attacker rolls 1 fewer die. While you perform a Primary Weapon attack at Range 2-3, you may spend 1 force. If you do, roll 1 additional die," this wouldn't be significantly different. The way I worded it above, there'd be a minor buff against Range 1 Missiles and Torpedoes. Alternately, it could be worded to be Primary Attack on defense as well, allowing Cannon attacks at Range 1 to still get a bonus die--a minor nerf. Either way, it's about the same effect, but when it doesn't involve range bonuses, folks don't have to ask questions here.
I mean, FFG already had to issue a clarification arising from TGI, about whether his ability could be used on Missile attacks. The result--that range bonuses not only aren't applied but cannot be applied to {ordnance symbol} attacks--is generally a good thing. I just think TGI would have been better more like TBC or Fenn Rau, if the adding or removing a die was an explicit effect, rather than referencing a specific rule, and applying it or not applying it.